Well, here is an improved trio for the battle tower...

Please ignore and lock my earlier thread and delete it...
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@Light Clay
Calm nature
252 HP/78 Def/80 SpA/100 SpD
~Reflect
~Ice Beam
~Roost
~Toxic
Supportive lead. It's so awful it doesn't learn Air Slash...
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@Choice Scarf
Jolly nature
6 HP/252 Atk/252 Spe
~Rock Slide
~Psycho Cut
~Brick Break
~Ice Punch/ThunderPunch/Fire Punch
I'm in love with it since R/S. Brick Break is because I don't trust my luck. Which punch add the most coverage for my team?

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@Leftovers
Volt Absorb trait, Calm nature
80 HP/202 Def/98 SpA/130 SpD
~Aqua Ring
~Surf
~Ice Beam
~Thunderbolt/Discharge
Lanturn covers most of the type problems here, expecially Articuno's weakness to Steel. Oddly enought, with 31 Def IVs and 202 EVs, Lanturn will get a stat of 202 Def in Lv100. Thunderbolt or Discharge?
 
Please ignore and lock my earlier thread and delete it...
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Trozeiani144.gif
@Light Clay
Calm nature
252 HP/78 Def/80 SpA/100 SpD
~Reflect
~Ice Beam
~Roost
~HP Flying
It's going to be hard to get it in Leaf Grean, with the right nature, IVs and Hidden Power, but I'm willing to work. Reflect aids all of my trio.


Good luck searching for that HP but there's always Aerial Ace if you can't find it.
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@Choice Scarf
Jolly nature
6 HP/252 Atk/252 Spe
~Rock Slide
~Psycho Cut
~Brick Break
~Ice Punch/ThunderPunch/Fire Punch
I'm in love with it since R/S. Brick Break is because I don't trust my luck. Which punch add the most coverage for my team?

I'd suggest Fire Punch since you already have Ice Beam and Thunderbolt
By the way, I was using Chomp in the tower and a Endure/Reversal Medichan(with Salac Berry) beat him in speed and defeated my team. so you might think of using that stratagie.
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@Leftovers
Volt Absorb trait, Calm nature
80 HP/202 Def/98 SpA/130 SpD
~Aqua Ring
~Surf
~Ice Beam
~Thunderbolt/Discharge
Lanturn covers most of the type problems here, expecially Articuno's weakness to Steel. Amusingly enought, with 31 Def IVs and 202 EVs, Lanturn will get a stat of 202 Def in Lv100. Thunderbolt or Discharge?

As hinted earlier I suggest Thunderbolt for him. In a normal battle you would use Discharge but in the BT the battles are to short for it to bennifit you much.

Hope this helps
 
hp flying over aerial ace because aerial ace is physical, and articuno has a higher base spAtk and a -atk nature

I agree with fire punch and thunderbolt ;)
 
HP electric > HP flying it offers much more needed coverage. I agree about fire punch and thunderbolt. U know what i like about this team ?
All three pokes cover each other's weaknesses! Nice team!
 
This team is noticeably better than your previous one in terms of covering weaknesses. Good job! I don't see any big problems with it other than a little lacking in attacking power (Jolly Medicham with no attack boosting item has around the same attack base as neutral attack nature pokemon with 120 base Attack with life orb or a +attack nature pokemon with 105 base holding life orb ... i.e. while that is powerful still, it won't OHKO a lot of things, but probably 2HKO most things).

I personally think HP Electric or Flying are both fine. Electric covers more, but Lanturn has Thunder Bolt already, while Flying gets STAB and lets you hit Fighting and Bug (and grass, though ice covers that already) pokemon for super effective and flying also has good neutral coverage (as does electric, but electric does not get STAB).

IF you cannot get either of those HP, or if the HP Power is just too low to be of any use, Ancient Power is your best (and I guess only) alternative as that combined with Ice is also only walled by steels. Ancient Power is not horribly bad, because ice is resisted by ice, fire, water, and steel while rock hits super effective on ice and fire and neutral to water, so only steel is still resisted.

To be honest though, I'd just go with Toxic on the last slot if I were you, since Articuno is more of a defensive pokemon, and with Articuno and Lanturn covering each others weaknesses fairly well (except for pokemon with both Stone Edge & EQ), stalling with Toxic isn't too hard. Also, computers are stupid. Suppose there's a pokemon with both stone edge and EQ, if you alternate between Lanturn and Articuno, Lanturn will always end up taking the SEs and Articuno always end up taking the EQs.

Also if you're using Jolly Medicham to outspeed +Speed base 130 pokemon (like Aerodactyl/Crobat/Jolteon), you will only need 172 Speed EVs when combined with Choice Scarf, if I did my calculations correctly. IF for some reason you think you want to outspeed +Speed Electrode (I dunno, you're afraid it'll explode on you or something?) you only need 228 Speed EVs, so still don't need to max your speed. Oh, but just so you know, the only Electrode that has explosion in BT is sashed and is adamant (so 172 EVs will outspeed), though there is a timid one that can T-wave. I personally would just go for 172 and then the rest in HP to let your cham take hits better.

I mean, if you want to use this Medicham competitively on Wifi to beat other scarfers, sure, max speed is ok, just probably unnecessary for BT. But if you're willing to go as far as getting the right HP for Articuno, you might as well get 2 Medichams, one for BT and one for Wifi. That's much easier than finding an Articuno with the right HP anyway.
 
Actually, Iv'e decided to use Tail Wind insted of HP Flying. Your'e right, Articuno is a supportive pokemon, Tail Wind is perfect for it.
 
I don't think Tail Wind is a good idea. One is, as you said, it only lasts 3 turns, but more importantly, think about which pokemon actually benefits from Tail Wind? Medicham already outspeeds everything. Lanturn isn't going to OHKO anything... i.e. it can make use of going first once, but you're using up a turn just on tailwind anyway, so that just cancels out while your articuno takes damage during that turn. Articuno itself cannot make much use out of Tail Wind either.

After thinking about this a bit, I'd say, Toxic is probably the best move. You have 2 support pokemon that can probably stall a pokemon with toxic which you otherwise wouldn't be able to beat. I mean, Medicham's moveset does cover a lot, but it doesn't cover everything. STAB Psycho Cut and Brick Break covers everything for at least neutral except for Psychics, Sableye (ok you won't have a problem with him), Spiritomb, and Shedinja (you won't have problem with him either). So pretty much for many psychic pokemon, you'll just have to resort to your nonSTAB moves to hit neutral. A lot of times means 3HKO, but for bulkier Psychics, it's of course even more. At that point, it's best to use Toxic and stall, because Medicham will probably be 2HKO'd, while your supporters can take a few hits.
 
How can I get it?
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Well, I'll just train some pokemon and see who wroks best. Cheers!
To get Heal bell you need to get a Gamecube and Pokemon XD (not a smilie face, the game is actualy called X D ). Then you needs to beat the entire game and catch the Articuno at the end of it. This takes a long time and it will be extremely anoyying to try to get the right nature.
 
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